]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/vaporizer.qc
Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / vaporizer.qc
index d9c215e24b9d0ca5541875eee81f3fb99331c5c2..4e352c75d9452188e4a8012a171ad541adad757e 100644 (file)
@@ -12,6 +12,7 @@ CLASS(Vaporizer, Weapon)
 #endif
 /* crosshair */ ATTRIB(Vaporizer, w_crosshair, string, "gfx/crosshairminstanex");
 /* crosshair */ ATTRIB(Vaporizer, w_crosshair_size, float, 0.6);
+/* reticle   */ ATTRIB(Vaporizer, w_reticle, string, "gfx/reticle_nex");
 /* wepimg    */ ATTRIB(Vaporizer, model2, string, "weaponminstanex");
 /* refname   */ ATTRIB(Vaporizer, netname, string, "vaporizer");
 /* wepname   */ ATTRIB(Vaporizer, m_name, string, _("Vaporizer"));
@@ -193,7 +194,7 @@ void W_Vaporizer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 
        yoda = 0;
        damage_goodhits = 0;
-       FireRailgunBullet(actor, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
+       FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
 
        // do this now, as goodhits is disabled below
        SendCSQCVaporizerBeamParticle(actor, damage_goodhits);
@@ -212,27 +213,27 @@ void W_Vaporizer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
                W_RocketMinsta_Explosion(actor, trace_endpos);
 
-       W_DecreaseAmmo(thiswep, actor, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
+       W_DecreaseAmmo(thiswep, actor, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)), weaponentity);
 }
 
-void W_RocketMinsta_Laser_Explode (entity this)
+void W_RocketMinsta_Laser_Explode (entity this, entity directhitentity)
 {
-       if(other.takedamage == DAMAGE_AIM)
-               if(IS_PLAYER(other))
-                       if(DIFF_TEAM(this.realowner, other))
-                               if(!IS_DEAD(other))
-                                       if(IsFlying(other))
+       if(directhitentity.takedamage == DAMAGE_AIM)
+               if(IS_PLAYER(directhitentity))
+                       if(DIFF_TEAM(this.realowner, directhitentity))
+                               if(!IS_DEAD(directhitentity))
+                                       if(IsFlying(directhitentity))
                                                Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
 
        this.event_damage = func_null;
        this.takedamage = DAMAGE_NO;
-       RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, other);
+       RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, directhitentity);
        delete(this);
 }
 
 void W_RocketMinsta_Laser_Explode_use(entity this, entity actor, entity trigger)
 {
-       W_RocketMinsta_Laser_Explode(this);
+       W_RocketMinsta_Laser_Explode(this, trigger); // we probably don't want trigger used here, but this matches closest to old behaviour
 }
 
 void W_RocketMinsta_Laser_Touch(entity this, entity toucher)
@@ -253,10 +254,10 @@ void W_RocketMinsta_Attack2(entity actor, .entity weaponentity)
        float spread = autocvar_g_rm_laser_spread;
        float rndspread = autocvar_g_rm_laser_spread_random;
 
-       Weapon w = PS(actor).m_weapon;
-       PS(actor).m_weapon = WEP_ELECTRO;
+       Weapon w = actor.(weaponentity).m_weapon;
+       actor.(weaponentity).m_weapon = WEP_ELECTRO;
        W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage);
-       PS(actor).m_weapon = w;
+       actor.(weaponentity).m_weapon = w;
 
        Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
@@ -289,6 +290,7 @@ void W_RocketMinsta_Attack2(entity actor, .entity weaponentity)
         setsize(proj, '0 0 -3', '0 0 -3');
         proj.flags = FL_PROJECTILE;
         IL_PUSH(g_projectiles, proj);
+        IL_PUSH(g_bot_dodge, proj);
         proj.missile_flags = MIF_SPLASH;
 
         CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
@@ -306,10 +308,10 @@ void W_RocketMinsta_Attack3 (entity actor, .entity weaponentity)
        float counter = 0;
        float total = 1;
 
-       Weapon w = PS(actor).m_weapon;
-       PS(actor).m_weapon = WEP_ELECTRO;
+       Weapon w = actor.(weaponentity).m_weapon;
+       actor.(weaponentity).m_weapon = WEP_ELECTRO;
        W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage);
-       PS(actor).m_weapon = w;
+       actor.(weaponentity).m_weapon = w;
 
        Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
@@ -340,6 +342,7 @@ void W_RocketMinsta_Attack3 (entity actor, .entity weaponentity)
         setsize(proj, '0 0 -3', '0 0 -3');
         proj.flags = FL_PROJECTILE;
         IL_PUSH(g_projectiles, proj);
+        IL_PUSH(g_bot_dodge, proj);
         proj.missile_flags = MIF_SPLASH;
 
         CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
@@ -349,20 +352,20 @@ void W_RocketMinsta_Attack3 (entity actor, .entity weaponentity)
     }
 }
 
-METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor))
+METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
     if(actor.(thiswep.ammo_field) > 0)
-        PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 1, false);
+        PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 1, false);
     else
-        PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
+        PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
 }
 METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
     float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
     // if the laser uses load, we also consider its ammo for reloading
-    if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
+    if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.(weaponentity).clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
         thiswep.wr_reload(thiswep, actor, weaponentity);
-    } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload
+    } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.(weaponentity).clip_load < vaporizer_ammo) { // forced reload
         thiswep.wr_reload(thiswep, actor, weaponentity);
     }
     if((fire & 1) && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor))
@@ -378,36 +381,36 @@ METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponent
         if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
         {
             bool rapid = autocvar_g_rm_laser_rapid;
-            if(actor.jump_interval <= time && !actor.held_down)
+            if(actor.(weaponentity).jump_interval <= time && !actor.(weaponentity).held_down)
             {
                 if(rapid)
-                    actor.held_down = true;
-                actor.jump_interval = time + autocvar_g_rm_laser_refire;
-                actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
+                    actor.(weaponentity).held_down = true;
+                actor.(weaponentity).jump_interval = time + autocvar_g_rm_laser_refire;
+                actor.(weaponentity).jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
                 damage_goodhits = 0;
                 W_RocketMinsta_Attack2(actor, weaponentity);
             }
-            else if(rapid && actor.jump_interval2 <= time && actor.held_down)
+            else if(rapid && actor.(weaponentity).jump_interval2 <= time && actor.(weaponentity).held_down)
             {
-                actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
+                actor.(weaponentity).jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
                 damage_goodhits = 0;
                 W_RocketMinsta_Attack3(actor, weaponentity);
                 //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
             }
         }
-        else if (actor.jump_interval <= time)
+        else if (actor.(weaponentity).jump_interval <= time)
         {
             // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
-            actor.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(actor);
+            actor.(weaponentity).jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(actor);
 
             // decrease ammo for the laser?
             if(WEP_CVAR_SEC(vaporizer, ammo))
-                W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo));
+                W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo), weaponentity);
 
             // ugly instagib hack to reuse the fire mode of the laser
             makevectors(actor.v_angle);
-            Weapon oldwep = PS(actor).m_weapon; // we can't avoid this hack
-            PS(actor).m_weapon = WEP_BLASTER;
+            Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
+            actor.(weaponentity).m_weapon = WEP_BLASTER;
             W_Blaster_Attack(
                 actor,
                 weaponentity,
@@ -422,33 +425,32 @@ METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponent
                 WEP_CVAR_SEC(vaporizer, delay),
                 WEP_CVAR_SEC(vaporizer, lifetime)
             );
-            PS(actor).m_weapon = oldwep;
+            actor.(weaponentity).m_weapon = oldwep;
 
             // now do normal refire
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
         }
     }
     else
-        actor.held_down = false;
+        actor.(weaponentity).held_down = false;
 }
-METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor))
+METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    actor.ammo_field = (thiswep.ammo_field);
     actor.vaporizer_lasthit = 0;
 }
-METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
     float ammo_amount = actor.(thiswep.ammo_field) >= vaporizer_ammo;
-    ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
     return ammo_amount;
 }
-METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     if(!WEP_CVAR_SEC(vaporizer, ammo))
         return true;
     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vaporizer, ammo);
-    ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
     return ammo_amount;
 }
 METHOD(Vaporizer, wr_resetplayer, void(entity thiswep, entity actor))
@@ -499,11 +501,10 @@ METHOD(Vaporizer, wr_init, void(entity thiswep))
         precache_pic("gfx/reticle_nex");
     }
 }
-METHOD(Vaporizer, wr_zoomreticle, bool(entity thiswep))
+METHOD(Vaporizer, wr_zoom, bool(entity thiswep, entity actor))
 {
     if(button_zoom || zoomscript_caught)
     {
-        reticle_image = "gfx/reticle_nex";
         return true;
     }
     else